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Release version 4.1.0
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See changelog for list of changes from version 4.0.4
This release officialy closes these issues:
Close #1 - Fix camera on outside IC
Close #2 - Vehicle's IC could be activated from attacher vehicle
Close #4 - Possibility to save toggle style
Close #5 - Update error when using turn on functions
Close #6 - Network communication

Network communication was completely tested by Adam Maršík
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LoogleCZ committed Aug 11, 2018
1 parent fef00d8 commit 83e1d8d
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Showing 5 changed files with 171 additions and 143 deletions.
4 changes: 2 additions & 2 deletions README.md
Original file line number Diff line number Diff line change
Expand Up @@ -18,9 +18,9 @@ You can find all changes between versions in [changelog](./CHANGELOG.md)

### Release

Last script release version: 4.0.4.
Last script release version: 4.1.0.

Release date: 2018-01-25
Release date: 2018-08-11

### Development

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7 changes: 5 additions & 2 deletions release/README.md
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
# Interactive Control 4.0.4
# Interactive Control 4.1.0

GitHub repository with releases: https://github.com/LoogleCZ/FS17-InteractiveControl

Expand All @@ -8,7 +8,10 @@ Author: Martin Fabík <mar.fabik@gmail.com>

Contributor: GtX from LS Modcompany

Testing: Ago-Systemtech (Modhoster Team)
Testing:

- Ago-Systemtech (Modhoster Team)
- Adam Maršík

## Licence

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219 changes: 116 additions & 103 deletions release/icSources/InteractiveControl.lua
Original file line number Diff line number Diff line change
Expand Up @@ -12,8 +12,8 @@
-- GitHub project: https://github.com/LoogleCZ/FS17-InteractiveControl
-- If anyone found errors, please contact me at mar.fabik@gmail.com or report it on GitHub
--
-- version ID - 4.0.4
-- version date - 2018-01-25 12:15:00
-- version ID - 4.1.0
-- version date - 2018-08-11 16:30:00
--

InteractiveControl = {};
Expand Down Expand Up @@ -67,7 +67,7 @@ function InteractiveControl:load(savegame)
return calculateIndex+index;
end;

self.LIC.toggleStyleState = 1;
self.LIC.toggleStyleState = Utils.clamp(Utils.getNoNil(getXMLInt(self.xmlFile,"vehicle.interactiveComponents#toggleStyle"), 1), 1, 2);
self.LIC.lastMouseXPos = 0;
self.LIC.lastMouseYPos = 0;
self.LIC.foundInteractiveObject = nil;
Expand Down Expand Up @@ -245,7 +245,7 @@ function InteractiveControl:load(savegame)
k = k + 1;
end;
j = j + 1;
self:actionOnObject(upperLayerIndex, false);
self:actionOnObject(upperLayerIndex, false, true);
self.LIC:loadICButtonFromXML(self, self.xmlFile, key, self.LIC.interactiveObjects[upperLayerIndex], upperLayerIndex);
self.LIC.partsLength[InteractiveControl.OBJECT_TYPE_MONITOR] = self.LIC.partsLength[InteractiveControl.OBJECT_TYPE_MONITOR] + 1;
else
Expand Down Expand Up @@ -424,7 +424,7 @@ function InteractiveControl:postLoad(savegame) -- init actions here
end;

if savegame ~= nil then
local icToggleStyle = getXMLInt(savegame.xmlFile, savegame.key.."#icToggleStyle");
local icToggleStyle = getXMLInt(savegame.xmlFile, savegame.key..".interactiveControl#toggleStyle");
if icToggleStyle ~= nil then
self.LIC.toggleStyleState = icToggleStyle;
end;
Expand Down Expand Up @@ -472,8 +472,7 @@ function InteractiveControl:getSaveAttributesAndNodes(nodeIdent)
return minusIndex+index;
end;

local attributes = 'icStateStyle="' .. tostring(self.LIC.toggleStyleState) .. '" ';
local nodes = "\t\t<interactiveControl>\n";
local nodes = "\t\t<interactiveControl toggleStyle=\"" .. self.LIC.toggleStyleState .. "\">\n";
for k,v in pairs(self.LIC.interactiveObjects) do
if v.objectType == InteractiveControl.OBJECT_TYPE_ANIMATION then
if v.saveStatus then
Expand All @@ -487,7 +486,7 @@ function InteractiveControl:getSaveAttributesAndNodes(nodeIdent)
end;
end;
nodes = nodes .. "\t\t</interactiveControl>";
return attributes, nodes;
return nil, nodes;
end

function InteractiveControl:delete()
Expand All @@ -504,11 +503,9 @@ end;
function InteractiveControl:readStream(streamId, connection) -- OK
local icCount = streamReadInt8(streamId);
for i=0, icCount do
local isOpen = streamReadBool(streamId);
if self.LIC.interactiveObjects[i] ~= nil then
if self.LIC.interactiveObjects[i].synch then
self:actionOnObject(i, isOpen, false);
end;
if self.LIC.interactiveObjects[i].synch then
local isOpen = streamReadBool(streamId);
self:actionOnObject(i, isOpen, true);
end;
end;
end;
Expand All @@ -517,7 +514,9 @@ function InteractiveControl:writeStream(streamId, connection) -- OK
local icCount = (table.getn(self.LIC.interactiveObjects)-1);
streamWriteInt8(streamId, icCount);
for i=0, icCount do
streamWriteBool(streamId, self.LIC.interactiveObjects[i].isOpen);
if self.LIC.interactiveObjects[i].synch then
streamWriteBool(streamId, self.LIC.interactiveObjects[i].isOpen);
end;
end;
end;

Expand All @@ -530,55 +529,45 @@ function InteractiveControl:keyEvent(unicode, sym, modifier, isDown) -- OK
end;

function InteractiveControl:update(dt) -- OK

if self.isClient and self:getIsActiveForSound() then
for _,v in pairs(self.LIC.sounds) do
local object = self.LIC.interactiveObjects[v.componentIndex];

if object.isOpen and v.openSound ~= nil then
SoundUtil.playSample(v.openSound, 0, 0, nil);
else
SoundUtil.stopSample(v.openSound);
end;
if not object.isOpen and v.closeSound ~= nil then
SoundUtil.playSample(v.closeSound, 0, 0, nil);
else
SoundUtil.stopSample(v.closeSound);
end;
if object.isOpen ~= v.componentStatus then
if object.isOpen and v.openingSound ~= nil then
SoundUtil.playSample(v.openingSound, 1, 0, nil);
if v.closingSound ~= nil then
SoundUtil.stopSample(v.closingSound);
end;
if self.isClient then
if self:getIsActiveForSound() then -- sounds
for _,v in pairs(self.LIC.sounds) do
local object = self.LIC.interactiveObjects[v.componentIndex];

if object.isOpen and v.openSound ~= nil then
SoundUtil.playSample(v.openSound, 0, 0, nil);
else
SoundUtil.stopSample(v.openSound);
end;
if not object.isOpen and v.closingSound ~= nil then
SoundUtil.playSample(v.closingSound, 1, 0, nil);
if v.openingSound ~= nil then
SoundUtil.stopSample(v.openingSound);
if not object.isOpen and v.closeSound ~= nil then
SoundUtil.playSample(v.closeSound, 0, 0, nil);
else
SoundUtil.stopSample(v.closeSound);
end;
if object.isOpen ~= v.componentStatus then
if object.isOpen and v.openingSound ~= nil then
SoundUtil.playSample(v.openingSound, 1, 0, nil);
if v.closingSound ~= nil then
SoundUtil.stopSample(v.closingSound);
end;
end;
if not object.isOpen and v.closingSound ~= nil then
SoundUtil.playSample(v.closingSound, 1, 0, nil);
if v.openingSound ~= nil then
SoundUtil.stopSample(v.openingSound);
end;
end;
end;
v.componentStatus = object.isOpen;
end;
v.componentStatus = object.isOpen;
end;
end;

if self.isClient then
self.LIC.toggleStyleState = math.min(2, math.max(self.LIC.toggleStyleState, 1));

if self.LIC.lastCamIndexUsed ~= nil and self.LIC.lastCamIndexUsed ~= self.camIndex then
-- if user toggle cam disable IC
if self.LIC.lastCamIndexUsed ~= nil
and self.LIC.lastCamIndexUsed ~= self.camIndex then
self:toggleICState(nil, false);
end;

if self:getIsActive() then -- toggle IC toggle type
if InputBinding.hasEvent(InputBinding.INTERACTIVE_CONTROL_MODE) then
self.LIC.toggleStyleState = self.LIC.toggleStyleState + 1;
if self.LIC.toggleStyleState > 2 then
self.LIC.toggleStyleState = 1;
end;
end;
end;

if self.isMotorStarted then -- monitor on/off on start
self.forceIsActive = true;
if not self.LIC.isInitialized then
Expand Down Expand Up @@ -614,10 +603,17 @@ function InteractiveControl:update(dt) -- OK
else
self.LIC.isClicked = false;
end;

self.LIC.foundInteractiveObject = nil;

if self.LIC.isInOutsideRange or (self:getIsActive() and self:getIsActiveForInput(false) and not self:hasInputConflictWithSelection()) then
if self.LIC.isInOutsideRange or (self:getIsActive() and self:getIsActiveForInput(false) and not self:hasInputConflictWithSelection() and self.isEntered) then
if self:getIsActive() then -- toggle IC toggle type (only when we have help)
if InputBinding.hasEvent(InputBinding.INTERACTIVE_CONTROL_MODE) then
self.LIC.toggleStyleState = self.LIC.toggleStyleState + 1;
if self.LIC.toggleStyleState > 2 then
self.LIC.toggleStyleState = 1;
end;
end;
end;

if self.LIC.toggleStyleState == 1 then
if InputBinding.hasEvent(InputBinding.INTERACTIVE_CONTROL_SWITCH) then
self:toggleICState(self.LIC.isInOutsideRange);
Expand All @@ -629,16 +625,20 @@ function InteractiveControl:update(dt) -- OK
end;
elseif self.LIC.toggleStyleState == 2 then
if InputBinding.isPressed(InputBinding.INTERACTIVE_CONTROL_SWITCH) then
self:toggleICState(self.LIC.isInOutsideRange, true);
if not self.LIC.isMouseActive then
self:toggleICState(self.LIC.isInOutsideRange, true);
end;
else
self:toggleICState(self.LIC.isInOutsideRange, false);
if self.LIC.isMouseActive then
self:toggleICState(self.LIC.isInOutsideRange, false);
end;
end;
if not self.LIC.isMouseActive then
g_currentMission:addHelpButtonText(g_i18n:getText("InteractiveControl_On"), InputBinding.INTERACTIVE_CONTROL_SWITCH);
end;
end;
end;
if self:getIsActive() and self:getIsActiveForInput(false) and not self:hasInputConflictWithSelection() then
-- help for toggle style
if self.LIC.toggleStyleState == 1 then
if self.LIC.isMouseActive then
g_currentMission:addHelpButtonText(string.format(g_i18n:getText("InteractiveControl_ModeSelect"), g_i18n:getText("button_normal")), InputBinding.INTERACTIVE_CONTROL_MODE, nil, GS_PRIO_HIGH)
Expand All @@ -647,24 +647,33 @@ function InteractiveControl:update(dt) -- OK
if self.LIC.isMouseActive then
g_currentMission:addHelpButtonText(string.format(g_i18n:getText("InteractiveControl_ModeSelect"), g_i18n:getText("InteractiveControl_Quick")), InputBinding.INTERACTIVE_CONTROL_MODE, nil, GS_PRIO_HIGH)
end;
end
end;
end;

if self.LIC.isMouseActive and not self.isEntered then
self.LIC.lastMouseXPos = InputBinding.mousePosXLast;
self.LIC.lastMouseYPos = InputBinding.mousePosYLast;
for _,v in pairs(self.LIC.interactiveObjects) do
v.isEntered = false;
end
if self.LIC.lastMouseXPos ~= nil and self.LIC.lastMouseYPos ~= nil then
for k,v in pairs(self.LIC.interactiveObjects) do
if v.mark ~= nil and self.LIC.foundInteractiveObject == nil then
local worldX,worldY,worldZ = getWorldTranslation(v.mark);
local x,y,z = project(worldX,worldY,worldZ);
if z <= 1 then
if self.LIC.lastMouseXPos > (x-v.size/2) and self.LIC.lastMouseXPos < (x+v.size/2) then
if self.LIC.lastMouseYPos > (y-v.size/2) and self.LIC.lastMouseYPos < (y+v.size/2) then
if v.canOutside then
-- reset components
for _,v in pairs(self.LIC.interactiveObjects) do
v.isEntered = false;
if v.pulse ~= nil then
if v.pulsingMark then
setScale(v.pulse, v.scaleX, v.scaleY, v.scaleZ);
end;
end;
end;

-- for outside IC
if self.LIC.isMouseActive then
if not self.isEntered then
self.LIC.foundInteractiveObject = nil; -- reset and search again
self.LIC.lastMouseXPos = InputBinding.mousePosXLast;
self.LIC.lastMouseYPos = InputBinding.mousePosYLast;
if self.LIC.lastMouseXPos ~= nil and self.LIC.lastMouseYPos ~= nil then
for k,v in pairs(self.LIC.interactiveObjects) do
if v.canOutside and v.mark ~= nil and (v.doNotShow == nil or v.doNotShow == false) then
local worldX,worldY,worldZ = getWorldTranslation(v.mark);
local x,y,z = project(worldX,worldY,worldZ);
if z <= 1 then
if self.LIC.lastMouseXPos > (x-v.size/2) and self.LIC.lastMouseXPos < (x+v.size/2) then
if self.LIC.lastMouseYPos > (y-v.size/2) and self.LIC.lastMouseYPos < (y+v.size/2) then
v.isEntered = true;
self:updateOpenStatus(k);
self:renderOverlayAndInfo(v);
Expand All @@ -677,26 +686,30 @@ function InteractiveControl:update(dt) -- OK
end;
end;
end;
end;

for k,v in pairs(self.LIC.interactiveObjects) do
if v.pulse ~= nil then
if v.pulsingMark then
if v.isEntered then
local sx,sy,sz = getScale(v.pulse);
sx = sx - (v.pulseScaleX/400) * dt;
sy = sy - (v.pulseScaleY/400) * dt;
sz = sz - (v.pulseScaleZ/400) * dt;
if sx < (v.scaleX - v.pulseScaleX) or sy < (v.scaleY - v.pulseScaleY) or sz < (v.scaleZ - v.pulseScaleZ) then
setScale(v.pulse, (v.scaleX + v.pulseScaleX),(v.scaleY + v.pulseScaleY),(v.scaleZ + v.pulseScaleZ))

if self.LIC.foundInteractiveObject ~= nil then
local foundItem = self.LIC.interactiveObjects[self.LIC.foundInteractiveObject];
if foundItem.pulse ~= nil then
if foundItem.pulsingMark then
local sx,sy,sz = getScale(foundItem.pulse);
sx = sx - (foundItem.pulseScaleX/400) * dt;
sy = sy - (foundItem.pulseScaleY/400) * dt;
sz = sz - (foundItem.pulseScaleZ/400) * dt;
if sx < (foundItem.scaleX - foundItem.pulseScaleX)
or sy < (foundItem.scaleY - foundItem.pulseScaleY)
or sz < (foundItem.scaleZ - foundItem.pulseScaleZ) then
setScale(foundItem.pulse,
(foundItem.scaleX + foundItem.pulseScaleX),
(foundItem.scaleY + foundItem.pulseScaleY),
(foundItem.scaleZ + foundItem.pulseScaleZ));
else
setScale(v.pulse, sx, sy, sz);
setScale(foundItem.pulse, sx, sy, sz);
end;
else
setScale(v.pulse, v.scaleX, v.scaleY, v.scaleZ);
end;
end;
end;
else
self.LIC.foundInteractiveObject = nil; -- reset because we don't have IC
end;
end;
end;
Expand All @@ -721,24 +734,20 @@ end;

function InteractiveControl:draw() -- OK - inside needs to be in draw for more accurate results
if self.LIC.isMouseActive and self.isEntered then
for _,v in pairs(self.LIC.interactiveObjects) do
v.isEntered = false;
end
self.LIC.foundInteractiveObject = nil; -- reset and search again
if self.LIC.lastMouseXPos ~= nil and self.LIC.lastMouseYPos ~= nil then
for k,v in pairs(self.LIC.interactiveObjects) do
if v.mark ~= nil and self.LIC.foundInteractiveObject == nil and (v.doNotShow == nil or v.doNotShow == false) then
if v.mark ~= nil and not v.canOutside and (v.doNotShow == nil or v.doNotShow == false) then
local worldX,worldY,worldZ = getWorldTranslation(v.mark);
local x,y,z = project(worldX,worldY,worldZ);
if z <= 1 then
if self.LIC.lastMouseXPos > (x-v.size/2) and self.LIC.lastMouseXPos < (x+v.size/2) then
if self.LIC.lastMouseYPos > (y-v.size/2) and self.LIC.lastMouseYPos < (y+v.size/2) then
if not v.canOutside then
v.isEntered = true;
self:updateOpenStatus(k);
self:renderOverlayAndInfo(v);
self.LIC.foundInteractiveObject = k;
break;
end;
v.isEntered = true;
self:updateOpenStatus(k);
self:renderOverlayAndInfo(v);
self.LIC.foundInteractiveObject = k;
break;
end;
end;
end;
Expand Down Expand Up @@ -791,6 +800,8 @@ function InteractiveControl:toggleICState(isOutside, forceStatus) -- OK

if self.LIC.isMouseActive then
if g_currentMission.player ~= nil then
local x,y,z = getRotation(g_currentMission.player.cameraNode);
g_currentMission.player.backupCamPosition = {x,y,z};
g_currentMission.player.walkingIsLocked = true;
end;
InputBinding.setShowMouseCursor(true);
Expand Down Expand Up @@ -821,6 +832,8 @@ function InteractiveControl:toggleICState(isOutside, forceStatus) -- OK
self.LIC.foundInteractiveObject = nil;
if g_currentMission.player ~= nil then
g_currentMission.player.walkingIsLocked = false;
g_currentMission.player.rotX = g_currentMission.player.backupCamPosition[1];
g_currentMission.player.rotY = g_currentMission.player.backupCamPosition[2];
end;
InputBinding.setShowMouseCursor(false);

Expand Down
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